Stellaris

Stellaris

Geleboric Mutations
10 Comments
shit-for-brains  [author] 14 Jul @ 2:06pm 
i just pushed out an update, if the mod is broken or stops working then inform me
shit-for-brains  [author] 14 Jul @ 2:00pm 
@BreatFR thank you, i'm going to push out updates on all of my mods for compatibility
BreatFR 14 Jul @ 1:22pm 
too long to be in 1 comment sorry.

yes this trait is a pain, mostly when we got it even if we don't take new bio... ascension perk.

other possibility if you need success enable, when you get this trait, colonize a bas planet next to an other empire, transfert your bad pops with this trait on the new planet and give the bad planet to other empire OR create a vassal but take care of sector :)
BreatFR 14 Jul @ 1:16pm 
thanks.

if anybody knows how i can make these mods overwrite the lines of code and not the whole text files please let me know, ive been trying to make my mods not overwrite vanilla code for mod compatibility but its being a pain

rename text file in your mod pack like sfb_strange_worlds_traits.txt (mine are named bp_...)
in this one keep ONLY the part you need modify and do it (the following code is the vanilla):
trait_geleboric_mutations = {
initial = no
randomized = no
sapient = yes
icon = "gfx/interface/icons/traits/trait_geleboric_mutations.dds"
species_potential_add = {
always = no
}
species_possible_remove = {
always = no
}
species_possible_merge_add = {
always = no
}
...
}

normally like this no problem with other mods EXCEPT if these ones modify the trait_geleboric_mutations part too of course
shit-for-brains  [author] 18 Jun @ 9:55pm 
the actual technology is the universal macrophage research which gives you +10% pop growth and leader lifespan. i believe at the end of the digsite you get a thing that says like "continue (persons) work" and it gives you the research option iirc
shit-for-brains  [author] 18 Jun @ 9:54pm 
if you dont want to run into the problem just don't do the ancient facility digsite, and if you do have the problem just use this mod to create a version of your species with it removed, stuff related to it is in the strange_worlds_events.txt file in the events folder, and for the trait its in common\traits\15_strange_worlds_traits.txt
Hivelord 18 Jun @ 7:35pm 
@shit-for-brains I did it's just not there. Atleast from what I can see
shit-for-brains  [author] 18 Jun @ 7:16pm 
you have to be a biological empire, and i believe evolutionary predator has a different event chain for it iirc, i'd check the wiki if i were you
Hivelord 18 Jun @ 6:56pm 
@shit-for-brains I have a quick question about the fatal mutations event itself. What do I have to be in order to have access to this event? What I mean is am I safe if I'm an evolutionary predator, wilderness, hivemind, etc
shit-for-brains  [author] 16 Jun @ 11:30pm 
if anybody knows how i can make these mods overwrite the lines of code and not the whole text files please let me know, ive been trying to make my mods not overwrite vanilla code for mod compatibility but its being a pain